Teras Kasi Archive
Thread: TKM (PvE) TANK IS ESSENTIAL TO GROUP
- Initiate attacks on PvE encounters.
- Keep Aggro of the mob on US and OFF everyone else.
- Allow other gorup members to perform their functions (DPS or CC).
- Keep healer safe while the healer focuses on healing YOU.
- If the TANK goes, it's likely the group will WIPE.
I'm not sure how this will factor into PvP since you cannot "taunt" or attract attention of other players who will most likely go for the group healer FIRST.
INITIAL IMPRESSION OF CU
- On paper, I love it! I just came back from EQ2 (EP3 got me excited). The combat system in EQ2 was far more fun than SWG as it currently stands. (Note: EQ2 does nto have PvP)
- On TC, I almost CRIED! I logged onto test center, configured my TKM and went out to battle. It took me about 15 minutes to take down a lvl 28 mob where I was lvl 54. I darn near had a heart attack after viewing the animations (or lack of).
- Keep in mind that TC experience was limited, VERY LIMITED. I think I was most shocked by the lack of animations but it IS on TC. I'll need to go back and actually play it.
Anyway, bottom line is... TANKS and HEALERS are essential to any PvE group. I'm nto sure about PvP yet.
Atra
O.
I completely agree with this notion of what tka should be right now, and all though i've never played EQII i have had tanking experience from FFxi. And right now TKMs are in a state of limbo, we dont have our old power. And our abilities as of right now do not function effeciently enough to allow us to be a staple role in this game.
On paper we are supposed to be the best tanks in the game through avoidance. We are supposed to have average damage output. Judging by our abilities we should have one active and one passive way to control the agression of the mob, but neither of those abilities work correctly. So let's just go through the list of TKM only abilities.
Taunt
Melee Hit
Melee Strike
Lunge
Armor Break
KD Recovery
Blind Recovery
Dizzy Recovery
Stun Recovery
Meditate
Power Boost
Force of Will
Improved Center of Being
Advanced Leg Sweep
Advanced Combo
Advanced Dizzy
Now by simpley looking at this list we have two non-combat abilities, three damage attacks, four state recoveries. four debuff or state attacks TWO of which do the same thing, ONE agro drawing ability , and one ability that is supposed to buff our avoidance to a level where we become by far THE BEST tanks in the game.
Damage
Right now our unarmed damage modifier is just that... and UNARMED damage modifier, if we have any unarmed weapons equiped this does not carry over to our other weapons. In turn we are right now more effective with our fists than we are with any knuckler equiped. Advanced Combo obviously isn't working correctly either considering Melee hit even does more damage than it. Meaning TKA's (3 out of 5 offensive rating) do less damage than pikeman (2 out of 5 offesive rating). So if a pikeman equiped with a Night sister energy lance can do 1.2k damage with Impale and a rifleman can do about 2.1k damage with a T-21 we should be rating somewhere in the realm of 1.5-1.7k damage everytime we use Advanced combo with our razorfist knuckler.
Tanking
Next between rifleman's damage dealing, and Doctors healing, dealing out hate is impossible for us right now. Taunt simply isn't powerfull enough to maintain with the hate generating abilities of other professions. In order to be the most sought after tank for high level groups looking for high level content, we need agro control, and we need to be able to avoid a much higher percentage of attacks. 65-80% when Center of Being is activated would be most preferable. Another issue with center of being is the simple fact that we don't get any better with it than we do at x1xxTKA which makes it very dabbler friendly. If we're supposed to be avoidance masters, then master TKA's should have a bonus to their staple skill.
Other issues. When all is said and done, there are a few things that us TKM's shouldn't have, powerboost under the new system is too powerful compared with Master Doctor buffs. Sure it'll make us less powerfull, but in the fairness scale, it takes too much away from the Master Doc profession. Either their buffs should be increased, or our own self buff should have a different effect. If that is improved resistance against states, increased effieciency with applying states, increased effienciency in evasion, increased effiency with our ability to taunt. There are many other alternatives, But all TKA should need at this point are abilities to be evasive and maintain control of agro while still being able to do decent damage in comparison with other professions.
Message Edited by Kesaah on 04-22-2005 10:33 AM
Jocephus wrote:
They have also stated that they haven't finished the animations on TC because they haven't finalized the specials. Once those are finalized, then they will add in/change the animation.
Please qoute this statement(and make sure it is not only about sounds).
Message Edited by Nerz on 04-22-2005 08:17 AM